shader_type canvas_item; uniform vec2 u_slope_up = vec2(0, 0); uniform float u_slope_factor = 1.0; uniform bool u_slope_invert = false; uniform float u_weight = 0.5; uniform float u_dilation = 0.0; void fragment() { float r = 3.0; // Divide so the shader stays neighbor dependent 1 pixel across. // For this to work, filtering must be enabled. vec2 eps = SCREEN_PIXEL_SIZE / (0.99 * r); vec2 uv = SCREEN_UV; float h = texture(SCREEN_TEXTURE, uv).r; float eh = h; float dh = h; // Morphology with circular structuring element for (float y = -r; y <= r; ++y) { for (float x = -r; x <= r; ++x) { vec2 p = vec2(float(x), float(y)); float nh = texture(SCREEN_TEXTURE, uv + p * eps).r; float s = max(length(p) - r, 0); eh = min(eh, nh + s); s = min(r - length(p), 0); dh = max(dh, nh + s); } } eh = mix(h, eh, u_weight); dh = mix(h, dh, u_weight); float ph = mix(eh, dh, u_dilation); if (u_slope_factor > 0.0) { vec2 ps = SCREEN_PIXEL_SIZE; float left = texture(SCREEN_TEXTURE, uv + vec2(-ps.x, 0.0)).r; float right = texture(SCREEN_TEXTURE, uv + vec2(ps.x, 0.0)).r; float top = texture(SCREEN_TEXTURE, uv + vec2(0.0, ps.y)).r; float bottom = texture(SCREEN_TEXTURE, uv + vec2(0.0, -ps.y)).r; vec3 normal = normalize(vec3(left - right, ps.x + ps.y, bottom - top)); vec3 up = normalize(vec3(u_slope_up.x, 1.0, u_slope_up.y)); float f = max(dot(normal, up), 0); if (u_slope_invert) { f = 1.0 - f; } ph = mix(h, ph, mix(1.0, f, u_slope_factor)); //COLOR = vec4(f, f, f, 1.0); } //COLOR = vec4(0.5 * normal + 0.5, 1.0); //eh = 0.5 * (eh + texture(SCREEN_TEXTURE, uv + mp * ps * k).r); //eh = mix(h, eh, (1.0 - h) / r); COLOR = vec4(ph, ph, ph, 1.0); }